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https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
restructure zephr
This commit is contained in:
@@ -0,0 +1,364 @@
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include <freetype/ftmm.h>
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#include <glad/glx.h>
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#include "zephr.h"
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#include "shader.h"
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#include "text.h"
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#define FONT_PIXEL_SIZE 64
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extern Context zephr_context;
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Shader font_shader;
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unsigned int font_vao;
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unsigned int font_instance_vbo;
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void new_glyph_instance_list(GlyphInstanceList *list, uint capacity) {
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list->size = 0;
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list->capacity = capacity;
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list->data = malloc(list->capacity * sizeof(TextInstance));
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}
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void clear_glyph_instance_list(GlyphInstanceList *list) {
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list->size = 0;
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memset(list->data, 0, list->size * sizeof(TextInstance));
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}
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void add_glyph_instance(GlyphInstanceList *list, TextInstance instance) {
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if (list->size >= list->capacity) {
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list->capacity *= 2;
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TextInstance* temp = realloc(list->data, list->capacity * sizeof(TextInstance));
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if (!temp) {
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printf("[FATAL] Failed to reallocate memory for glyph instance list\n");
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exit(1);
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}
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list->data = temp;
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}
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list->data[list->size++] = instance;
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}
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int init_freetype(const char* font_path) {
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FT_Library ft;
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if (FT_Init_FreeType(&ft)) {
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return -1;
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}
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FT_Face face;
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if (FT_New_Face(ft, font_path, 0, &face)) {
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return -2;
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}
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// sets the variable font to be bold
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/* if ((face->face_flags & FT_FACE_FLAG_MULTIPLE_MASTERS)) { */
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/* printf("[INFO] Got a variable font\n"); */
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/* FT_MM_Var *mm; */
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/* FT_Get_MM_Var(face, &mm); */
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/* FT_Set_Var_Design_Coordinates(face, mm->num_namedstyles, mm->namedstyle[mm->num_namedstyles - 4].coords); */
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/* FT_Done_MM_Var(ft, mm); */
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/* } */
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FT_Set_Pixel_Sizes(face, 0, FONT_PIXEL_SIZE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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int pen_x = 0, pen_y = 0;
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/* FT_UInt glyph_idx; */
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/* FT_ULong c = FT_Get_First_Char(face, &glyph_idx); */
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uint tex_width = 0, tex_height = 0;
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for (uint i = 32; i < 128; i++) {
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if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
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printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
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}
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/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
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tex_width += face->glyph->bitmap.width + 1;
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tex_height = max(tex_height, face->glyph->bitmap.rows);
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}
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char *pixels = (char *)calloc(tex_width * tex_height, 1);
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for (uint i = 32; i < 128; i++) {
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/* while (glyph_idx) { */
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if (FT_Load_Char(face, i, FT_LOAD_RENDER)) {
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printf("[ERROR]: failed to load glyph for char '0x%x'\n", i);
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}
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/* FT_Render_Glyph(face->glyph, FT_RENDER_MODE_SDF); */
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FT_Bitmap *bmp = &face->glyph->bitmap;
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if (pen_x + bmp->width >= tex_width) {
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pen_x = 0;
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pen_y += (1 + (face->size->metrics.height >> 6));
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}
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for (uint row = 0; row < bmp->rows; row++) {
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for (uint col = 0; col < bmp->width; col++) {
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int x = pen_x + col;
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int y = pen_y + row;
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pixels[y * tex_width + x] = bmp->buffer[row * bmp->pitch + col];
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}
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}
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float atlas_x0 = (float)pen_x / (float)tex_width;
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float atlas_y0 = (float)pen_y / (float)tex_height;
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float atlas_x1 = (float)(pen_x + bmp->width) / (float)tex_width;
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float atlas_y1 = (float)(pen_y + bmp->rows) / (float)tex_height;
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Vec2f top_left = (Vec2f){ .x = atlas_x0, .y = atlas_y1 };
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Vec2f top_right = (Vec2f){ .x = atlas_x1, .y = atlas_y1 };
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Vec2f bottom_right = (Vec2f){ .x = atlas_x1, .y = atlas_y0 };
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Vec2f bottom_left = (Vec2f){ .x = atlas_x0, .y = atlas_y0 };
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Character character;
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character.tex_coords[0] = top_left;
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character.tex_coords[1] = top_right;
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character.tex_coords[2] = bottom_right;
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character.tex_coords[3] = bottom_left;
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character.advance = face->glyph->advance.x;
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character.size = (Size){ .width = face->glyph->bitmap.width, .height = face->glyph->bitmap.rows };
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character.bearing = (Size){ .width = face->glyph->bitmap_left, .height = face->glyph->bitmap_top };
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zephr_context.font.characters[i] = character;
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pen_x += bmp->width + 1;
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/* c = FT_Get_Next_Char(face, c, &glyph_idx); */
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}
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, tex_width,
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tex_height, 0, GL_RED, GL_UNSIGNED_BYTE,
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pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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zephr_context.font.atlas_texture_id = texture;
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glBindTexture(GL_TEXTURE_2D, 0);
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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free(pixels);
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return 0;
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}
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int init_fonts(const char *font_path) {
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uint font_vbo;
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uint font_ebo;
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int res = init_freetype(font_path);
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if (res != 0) {
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return res;
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}
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font_shader = create_shader("shaders/font.vert", "shaders/font.frag");
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glGenVertexArrays(1, &font_vao);
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glGenBuffers(1, &font_vbo);
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glGenBuffers(1, &font_instance_vbo);
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glGenBuffers(1, &font_ebo);
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float quad_vertices[4][2] = {
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{0.0, 1.0}, // top left
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{1.0, 1.0}, // top right
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{1.0, 0.0}, // bottom right
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{0.0, 0.0}, // bottom left
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};
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int quad_indices[6] = {
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0, 1, 2,
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2, 3, 0
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};
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glBindVertexArray(font_vao);
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// font quad vbo
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glBindBuffer(GL_ARRAY_BUFFER, font_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
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// font instance vbo
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glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)0);
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glVertexAttribDivisor(1, 1);
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glEnableVertexAttribArray(2);
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glVertexAttribIPointer(2, 1, GL_INT, sizeof(TextInstance), (void *)sizeof(Vec4f));
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glVertexAttribDivisor(2, 1);
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) + sizeof(int)));
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glVertexAttribDivisor(3, 1);
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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glEnableVertexAttribArray(7);
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 2 + sizeof(int)));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 3 + sizeof(int)));
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 4 + sizeof(int)));
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glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, sizeof(TextInstance), (void *)(sizeof(Vec4f) * 5 + sizeof(int)));
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glVertexAttribDivisor(4, 1);
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glVertexAttribDivisor(5, 1);
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glVertexAttribDivisor(6, 1);
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glVertexAttribDivisor(7, 1);
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// font ebo
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, font_ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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use_shader(font_shader);
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for (int i = 32; i < 128; i++) {
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for (int j = 0; j < 4; j++) {
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char text[32];
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snprintf(text, 32, "texcoords[%d]", (i - 32) * 4 + j);
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set_vec2f(font_shader, text, zephr_context.font.characters[i].tex_coords[j].x, zephr_context.font.characters[i].tex_coords[j].y);
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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return 0;
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}
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Sizef calculate_text_size(const char *text, int font_size) {
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float scale = (float)font_size / FONT_PIXEL_SIZE;
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Sizef size = { .width = 0, .height = 0 };
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int w = 0;
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int h = 0;
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int max_bearing_h = 0;
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// NOTE: I don't like looping through the characters twice, but it's fine for now
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for (int i = 0; text[i] != '\0'; i++) {
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Character ch = zephr_context.font.characters[(uint)text[i]];
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max_bearing_h = max(max_bearing_h, ch.bearing.height);
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}
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for (int i = 0; text[i] != '\0'; i++) {
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Character ch = zephr_context.font.characters[(uint)text[i]];
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w += ch.advance / 64;
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// remove bearing of first character
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if (i == 0 && strlen(text) > 1) {
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w -= ch.bearing.width;
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}
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// remove the trailing width of the last character
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if (i == strlen(text) - 1) {
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w -= ((ch.advance / 64) - (ch.bearing.width + ch.size.width));
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}
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// if we only have one character in the text, then remove the bearing width
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if (strlen(text) == 1) {
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w -= (ch.bearing.width);
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}
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h = max(h, max_bearing_h - ch.bearing.height + ch.size.height);
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}
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size.width = (float)w * scale;
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size.height = (float)h * scale;
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return size;
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}
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void draw_text(const char* text, int font_size, UIConstraints constraints, const Color *color, Alignment alignment) {
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use_shader(font_shader);
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Color text_color = { 0 };
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if (color) {
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text_color = (Color){ color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f };
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}
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set_mat4f(font_shader, "projection", (float *)zephr_context.projection.m);
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Vec2f pos = { 0.f, 0.f };
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Sizef size = {0};
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apply_constraints(constraints, &pos, &size);
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Sizef text_size = calculate_text_size(text, FONT_PIXEL_SIZE);
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float font_scale = (float)font_size / FONT_PIXEL_SIZE * size.width;
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apply_alignment(alignment, &pos, (Sizef){ text_size.width * font_scale, text_size.height * font_scale });
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Matrix4x4 model = identity();
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apply_scale(&model, (Sizef){font_scale, font_scale});
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// rotate around the center point of the text
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apply_translation(&model, (Vec2f){-text_size.width * font_scale / 2.f, -text_size.height * font_scale / 2.f});
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apply_rotation(&model, to_radians(constraints.rotation));
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apply_translation(&model, (Vec2f){text_size.width *font_scale / 2.f, text_size.height * font_scale / 2.f});
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apply_translation(&model, pos);
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int max_bearing_h = 0;
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for (int i = 0; (i < text[i]) != '\0'; i++) {
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Character ch = zephr_context.font.characters[(int)text[i]];
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max_bearing_h = max(max_bearing_h, ch.bearing.height);
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}
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float first_char_bearing_w = zephr_context.font.characters[(int)text[0]].bearing.width;
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GlyphInstanceList glyph_instance_list;
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new_glyph_instance_list(&glyph_instance_list, 16);
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// we use the original text and character sizes in the loop and then we just
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// scale up or down the model matrix to get the desired font size.
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// this way everything works out fine and we get to transform the text using the
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// model matrix
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int c = 0;
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int x = 0;
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while (text[c] != '\0') {
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Character ch = zephr_context.font.characters[(int)text[c]];
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// subtract the bearing width of the first character to remove the extra space
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// at the start of the text and move every char to the left by that width
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float xpos = (x + (ch.bearing.width - first_char_bearing_w));
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float ypos = (text_size.height - ch.bearing.height - (text_size.height - max_bearing_h));
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TextInstance instance = {
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.position = (Vec4f){xpos, ypos, ch.size.width, ch.size.height},
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.tex_coords_index = (int)text[c] - 32,
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.color = text_color,
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.model = {0},
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};
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memcpy(instance.model, model.m, sizeof(float[4][4]));
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add_glyph_instance(&glyph_instance_list, instance);
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x += (ch.advance >> 6);
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c++;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, zephr_context.font.atlas_texture_id);
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glBindVertexArray(font_vao);
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glBindBuffer(GL_ARRAY_BUFFER, font_instance_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(TextInstance) * glyph_instance_list.size, glyph_instance_list.data, GL_DYNAMIC_DRAW);
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glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL, glyph_instance_list.size);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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free(glyph_instance_list.data);
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}
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